Gamification is the use of game mechanics and methodologies in non-game contexts so that, in the health sector, these wearable devices and mobile applications will provide targets or goals as a mechanism to motivate users to develop the habits that will lead to better well-being.
Wearable lifestyle technologies will also increasingly use artificial intelligence and “crowd-sourcing” of knowledge to provide a personalised program of lifestyle habits for exercise, sleep and eating based on what has been proven to work for other users with similar profiles. The consequence of all of this is that each individual will have a stored personal profile and DNA record backed up by a history of behaviours and activities that could be used in many different contexts to the benefit of the citizen e.g. health insurance, job applications and even dating.
This presentation was delivered at the London Futurists Event on June 20th at Birbeck College and was one of a number of presentations by contributing authors to the Future of Business Book due to be launched on June 23rr.